Reducing Tiled Maps to Optimized Collision Rectangles with Greedy Merging
Explains a greedy algorithm to convert dense tile-based collision maps into optimized axis-aligned rectangles for efficient runtime collision detection.
Explains a greedy algorithm to convert dense tile-based collision maps into optimized axis-aligned rectangles for efficient runtime collision detection.
A tutorial on creating a planet gravity platformer prototype using Phaser 4, Arcade Physics, and TypeScript, focusing on dynamic gravity rotation.
Explains QuadTrees, a spatial data structure for optimizing 2D spatial queries in games, simulations, and interactive applications.
A developer shares the creation process of 'Code Wave,' a 2D word-collecting game built with Phaser and JavaScript for the GitHub Game Off 2025.
Explores building a 'no-code' game integration using a JSON-based augmentations system within the Puzzmo API and app infrastructure.
A developer reflects on game development lessons from a Factorio modding project, emphasizing small iterations and playtesting over long, grueling development cycles.
A developer returns to blogging, shifting focus from tutorials to sharing personal tech project journeys, including game development and serverless challenges.
A developer's monthly recap covering game development progress, podcast recordings, live streams, and plans for a Steam release.
A full-stack developer draws parallels between survival tactics in the game Arc Raiders and modern web development practices.
A developer builds a winter-themed browser game using AI assistance and Phaser.js, detailing the coding process and bug fixes.
A critique of AI and procedural generation in video games, arguing they create soulless, repetitive content instead of meaningful experiences.
A developer shares progress on their game 'Project Hack', discussing UI design, leaderboard implementation, and the challenges of gameplay balancing.
A JavaScript tutorial demonstrating input buffering and delayed keyboard event visualization for game development concepts.
A review of 'The Farmer Was Replaced', a game that teaches programming by using Python code to automate farm tasks with a drone.
A developer shares their journey building a 2D game engine and a Breakout clone using C++, SFML, and the Flecs ECS library.
A developer shares lessons on avoiding technical debt by prioritizing planning over coding, using a personal game project as an example.
A tutorial on building an HTML5 math drawing game using a reusable TypeScript class, with a Phaser example for rendering.
A developer shares progress on creating a 3D version of their game using Unity, focusing on building a random level generator.
A developer details the data structure for boss characters in their game 'Project Hack', including attributes and rewards.
Step 4 of a tutorial on building a Helix Jump game prototype using Three.js and TypeScript, covering scoring, CSS backgrounds, and platform animations.